Lord_Meyer_IV
2011-07-08, 01:32 PM
I decided to start slipping in some memorable monsters from throughout the fantasy universe, and thought this would be a good place to start. If anyone wants to look this guy over, i'm open to any criticism or suggestions. I'd love to hear if anyone would use this in thier own campaigns, or any other ideas for crosover encounters!
I'm assuming everyone knows what the Whelk is, I'd be sad if you didn't.
Whelk
Medium Magical Beast
Hit Dice: 3d10+12 (27 HP)
Initiative: -1
Speed: 15 ft., Climb 15ft.
Armor Class: 19(-1 Dex, +10 Natural), touch 9, flat footed 19
Base Attack/Grapple: +3/+6
Attack: Slam +5 melee (1d4+3+Poision)
Full Attack: Slam +5 melee (1d4+3+Poision)
Space/Reach: 5/5
Special Attack: Charged Shell, Electric Blast, Paralytic Slime(Poison),
Special Qualities: Electrical Absorption, Hide in Shell, Darkvision 60ft, low light vision.
Saves: Fort +5, Ref +2, Wil +1
Abilities: Str 16, Dex 8, Con 14, Int 2, Wis 10, Cha 6
Skills: listen +6
Feats: Toughness, Toughness
Environment: Subterranean
Organization: solitary or group (4-20)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 4-8 HD (Medium), 9-15 HD (Large)
Level Adjustment: -
This giant, six foot tall, 700lb snail has a remarkable lavender shell. Covered with spikes, it shimmers with tiny electric sparks. The air surrounding the snail is charged with static, giving a tingly feeling to the hairs on your arms. Whelks live in deep underground caves, and tend to keep near sources of water. The area they roam is covered with a shiny coating of mucus excreted when they move. Whelks eat a variety of fungi and lichen. They are very territorial, protecting the wet areas where they may be hiding their young. Young Whelks can be trained to guard specific locations against intruders.
In battle, a Whelks preferred tactic is to strike with its Paralytic Slime, then retreat into its shell for protection; emerging one minute later, to bludgeon its paralyzed victim to death. Immature Whelks are very fragile and difficult to care for. Adult Whelk shell fragments can be sold to jewelers for 5sp per pound, a typical Whelk can yield 300lbs of shell.
Hide in Shell (Ex): As a move action, the Whelk can withdraw its head into its shell, or emerge again to attack. While the head is out, it is more vulnerable to attacks and the creature suffers a -4 to its AC. While the head is within the shell, the Whelk is effectively blind.
Charged Shell (Ex): the Whelks shell is charged with a magnificent amount of electrical energy, which is released as a defensive mechanism. Anytime a melee or ranged attack misses the whelk, it is considered to have hit the armored shell of the beast and will release some electrical charge. Additionally, any time the creature takes damage from an area spell, or while the Whelks head is inside its shell, it will also discharge its electrical attack.
Electric Blast (Su): range 20ft radius blast, centered on the Whelk. Anyone caught within the blast takes 2d4 points of electrical damage, reflex save (DC 13) for half damage. For an hour after death, the shell remains charged, and will release its blast if damaged.
Paralytic Slime (Ex): The head of the Whelk is used to make slam attacks, and a successful touch attack applies its poison. (Touch, fort DC 13, 1d4 Dex/Paralysis (1d4 minutes))
Electrical Absorption (Ex): Any electrical damage heals the Whelk instead. (A Whelk is not affected by its own blast, but is affected by other Whelks.)
I'm assuming everyone knows what the Whelk is, I'd be sad if you didn't.
Whelk
Medium Magical Beast
Hit Dice: 3d10+12 (27 HP)
Initiative: -1
Speed: 15 ft., Climb 15ft.
Armor Class: 19(-1 Dex, +10 Natural), touch 9, flat footed 19
Base Attack/Grapple: +3/+6
Attack: Slam +5 melee (1d4+3+Poision)
Full Attack: Slam +5 melee (1d4+3+Poision)
Space/Reach: 5/5
Special Attack: Charged Shell, Electric Blast, Paralytic Slime(Poison),
Special Qualities: Electrical Absorption, Hide in Shell, Darkvision 60ft, low light vision.
Saves: Fort +5, Ref +2, Wil +1
Abilities: Str 16, Dex 8, Con 14, Int 2, Wis 10, Cha 6
Skills: listen +6
Feats: Toughness, Toughness
Environment: Subterranean
Organization: solitary or group (4-20)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 4-8 HD (Medium), 9-15 HD (Large)
Level Adjustment: -
This giant, six foot tall, 700lb snail has a remarkable lavender shell. Covered with spikes, it shimmers with tiny electric sparks. The air surrounding the snail is charged with static, giving a tingly feeling to the hairs on your arms. Whelks live in deep underground caves, and tend to keep near sources of water. The area they roam is covered with a shiny coating of mucus excreted when they move. Whelks eat a variety of fungi and lichen. They are very territorial, protecting the wet areas where they may be hiding their young. Young Whelks can be trained to guard specific locations against intruders.
In battle, a Whelks preferred tactic is to strike with its Paralytic Slime, then retreat into its shell for protection; emerging one minute later, to bludgeon its paralyzed victim to death. Immature Whelks are very fragile and difficult to care for. Adult Whelk shell fragments can be sold to jewelers for 5sp per pound, a typical Whelk can yield 300lbs of shell.
Hide in Shell (Ex): As a move action, the Whelk can withdraw its head into its shell, or emerge again to attack. While the head is out, it is more vulnerable to attacks and the creature suffers a -4 to its AC. While the head is within the shell, the Whelk is effectively blind.
Charged Shell (Ex): the Whelks shell is charged with a magnificent amount of electrical energy, which is released as a defensive mechanism. Anytime a melee or ranged attack misses the whelk, it is considered to have hit the armored shell of the beast and will release some electrical charge. Additionally, any time the creature takes damage from an area spell, or while the Whelks head is inside its shell, it will also discharge its electrical attack.
Electric Blast (Su): range 20ft radius blast, centered on the Whelk. Anyone caught within the blast takes 2d4 points of electrical damage, reflex save (DC 13) for half damage. For an hour after death, the shell remains charged, and will release its blast if damaged.
Paralytic Slime (Ex): The head of the Whelk is used to make slam attacks, and a successful touch attack applies its poison. (Touch, fort DC 13, 1d4 Dex/Paralysis (1d4 minutes))
Electrical Absorption (Ex): Any electrical damage heals the Whelk instead. (A Whelk is not affected by its own blast, but is affected by other Whelks.)